BEFORE YOU ASK A QUESTION!

Got a LOST ALPHA Game problem?
Don't post it here or anywhere else on Facebook. Why? The ModDB and FB formats make posts descend to the bottom with each new one and your concerns can easily be lost. Too many pages and posts can make your problems disappear.Where to go?The GSC Forums LOST ALPHA section is designed to post Game problems and to provide answers. In addition the format makes it easy to find previous problems posted where you may not have to ask.

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TORRENT DOWNLOAD

For all of you that prefer to download via torrent here is the link: gameupdates.org
After downloading, please help to seed that beast ;)

All materials are property of GSC Gameworld and dez0wave group. Header image by Jeremiah Humphries.

Have you ever dreamt about playing the old, forgotten S.T.A.L.K.E.R. ?

We were amazed by GSC's work when they released the first S.T.A.L.K.E.R. screenshots in 2002. The old design, and atmosphere was stunning and we couldn't believe our eyes. Later in 2005 things has changed. They redesigned almost all old levels. Some of them became smaller, simpler (still nice, but different), and some levels were removed. After the release in 2007 we played the game a lot, and quickly noticed that some areas are missing. We opened forums, and talked countless nights about those for almost a year. Nowdays we could say, we have a full vision about GSC's old levels, due to the collected materials, videos and forgotten screenshots. We decided to remake those stunning areas, maybe they won't be the same, but we will try everything to make them look really nice, as we always wanted to see them. In early 2009, GSC released a build from 2004, which contained many old materials. We used some of the sdk objects for the level remakes, but adjusted (and bugfixed) them for our liking, also we didn't throw out our own levels. So expect to see our own Darkscape, Dead City, Rostok Factory and some more in Lost Alpha :)

Also need to say, Lost Alpha addon is not just about levels and levels. We will try to make a somewhat, but not fully restricted alife, and deliver a lot of new, never seen features, among with some old ones, which many people wanted to see for long. If you are interested in, check the Features menu for FAQ, Interview, Features List, and many more. Also do not forget to check the gallery, and the movies. All comments are welcome, also we are glad to see suggestions too, however at this stage those won't be considered.

Merry Christmas and Happy New Year
from DezowaveChristmas is knocking on our doors again, chestnuts roasting on open fires and Jack Frost nipping at our nose. Another year has passed by, which brought us many good things and some not so good. At this time of the year we all should celebrate and concentrate on all the good that happened to us in 2014! First of all, thanks to your votes, we are in the TOP100 again on MOTY Awards, there are still 3 days left, and then the finals will begin. We are pretty excited about the results, even though we weren't really advertising it, but a little news post can't hurt. We were the first for at least 4 months in a row, and in the top 5 for almost 6 months this year from April till September, which was amazing. We are really glad for the given support from you and the Moddb Staff! The launch wasn't smooth, Lost Alpha killed the moddb servers due to the heavy visits and downloads, and we even beat Black Mesa in downloads and view counts when Moddb Staff compared the statistics of the 'day of release' of these projects. It was unexpected, and we felt honored. Later things calmed down, and we think we are on a good path now to finish the game. Those who regularly visit our site already know of the changes through patches, etc... so if they -you- think we have earned it, to be in the top 5 again, we will be there! Everything depends on your choice.EMPTY LINEEMPTY LINEAnd a little status update of the upcoming developers cut. Our programmers updated the audio/sound engine of the game, now you can select all your sound cards from the list, and eax finally works, mainly on sound blaster cards, even the integrated sound chipsets which supports eax 2.0 will benefit from the changes. They also started remaking the weapon upgrade system, this time based more on the system in Call of Pripyat. The game designers are filling the empty parts of the levels with more "life" as well. Currently, we are testing the 2nd edited level of the 10 we plan to change. It's a long sequence, since we need to test run the levels individually, and in story mode as well, to see how the triggers work. When these are finished, we will check the keypoints in the storyline, and try to make the duller parts a bit better without destroying the "jenga tower" :).EMPTY LINEEMPTY LINEChristmas and New Years is coming, with greetings of peace and prosperity, the whole dezowave group wishes the very best for you during this special time. May You enjoy all the best now and throughout the coming year. 2015 will be a cool year, it's not a secret we are working on our next project as well, which will be announced in a few months!EMPTY LINEEMPTY LINE

Matt92, looks like weapons' anims parameters are hardcoded to game engine - to game's binaries or smth. like that (because all parameters in config files are using by basical engine - not scripts...). So to add new anims, no, to add ABILITY to use new anims DezOwave will need to decode hardcoded binaries code and find place to put new code in (and make new code to put it in decoded hardcoded code) - that's crazy unnecessary work that will burn nerves of any fanatical mod developer. GSC did not shared original game code yet - that's main reason why we may not add artifact detectors in mods for SoC - GSC have their code in visible and "understandable" unhardcoded form - not in HEX or something terriple like that we have.
*anim_jam = jam* - BWAHAHAHA! Do you know what X-RAY will think about that? X-RAY :"what is that parameter? I don't know it - i may skip it or... make a CRASH! Ofcourse i'll make CRASH and make blue screen of death and Windows will fly in window..."
It's necessary to add new parameter to engine like "weapon_jam" to check it in every weapon's LTX file.

@:Matt92
Yes, Magazines mod is amazing and I spend lots of time in trying to understand code and find one simple thing: how those scripts dynamically change magazines capacity??? That was one of MANY times when X-ray kicked my *** with it's "simple, but effective scripting language" and make me cry like a little kid... :D

So I was thinking about weapons jamming and how you gotta reload when it happens. I figure, if your weapon jams all you gotta do is get the jammed round out of the chamber so you bring the bolt back and make sure it's clear before sending a new round home. Idk if you could do it but I think it would be pretty cool if when your weapon jams you clear the chamber and lose a round instead of just putting a new magazine in and racking the bolt. Just a suggestion, something I've pondered since the first time my weapon jammed and got killed by bloodsuckers lol

This does make sense and sound great, but they already told they won't change the firearms. There will be a few alpha version added back, some weapon modding, but they'll keep the original Counter-Strike like models.

That is very difficult scripting or even engine editing. It will be awesome like simple mag change when ammo still in barrel without ejector refreshing (like in CoD) - but that is same difficult and not so necessary.

Then new scripts will be needed. Scripts will need to check "is weapon jammed" or "how many ammo in weapon currently" - that's difficult development. Kinda
If weapon jammed and "reload" command then play anim "refresh_jam" and "ammo_in_weapon=ammo_in_weapon-1"
I don't know LUA scripting good, but i wrote how script will basicaly look.
Now example for not emptied weapon (reload without refreshing ejector)
If "ammo_in_weapon">0 and "reload" command then play anim "reload_without_refreshing" and "weapon_reloaded".
I just don't know names of functions, i always did not wrote "else or "update" commands - just because i'm not good in X-RAY scripting :)

I think it could be done, I might just go ahead and try it. Is there an explanation of Stalker scripts somewhere on the internet about what they do? I know it has a great Russian fanbase, could you look around on the Russian part of the internet?

That would kick *** Matt, if you do manage to get it to work let me know. Unfortunately I don't know much about coding other than tweaking files to my liking so I may as well be building a nuclear reactor if I tried to do it lol Thanks for looking into it though man, I appreciate it.

@:Matt92
Unfortunately... You can ONLY replace existing anims. That's why Dez0wave is unable to re add cutout weapons shaking... Don't know how about with some scripting, though, but I'm 90% sure, that it is not possible. :(

Animations are bound to hardcoded parameters, so adding a jam animation won't do anything, since the engine doesn't read or process anim_jam, since it doesn't know what to do with it, and will just skip over it.
And as far as I'm aware it isn't possible to call or play animations from script. If there is, I haven't seen the functions in the script help files, or support for an animation object.
It is possible to work around some hardcoded functions with scripting in some cases, and some modders have managed to do this.

Full Review Here - Pastebin.com This mod is a great example of what not to do when trying to recreate a game in your own image, due to it being worse than the SoC in almost every way. +Fantastic Map Design +Good Environments +Great Lighting +Textures better than vanilla +Upgrading System =Gunplay unchanged from Vanilla =Weapon textures + Models unchanged from Vanilla -Maps lack things to do in them -Sounds are subpar -Voice acting is bad and immersion breaking -Constant poorly animated…

May 5 2014, 6:12am by STALKERchan

Style

Genre

First Person Shooter

Theme

Horror

Players

Single Player

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